Map Name:Clash of KingsMapmaker(s):DiM, ZimmahNumber of Territories: 43Special Features: 1v1, starting locations, conditional bonuses, ranged attacks, losing conditionsWhat Makes This Map Worthy of Being Made: it's supercalifragilisticexpialidociousGameplay: one player will start in the red locations (6 terits ) and the other player will start with the blue locations (6 terits), expand your army, get bonuses, lay siege or defend and take out the enemy.

V18.1*made the small version with the new terits (king/general)*added a line of text in the middle legend saying that the king and the general can't be attacked.

V11:*removed the "all city terits connect..." from the legend*changed tents to camps in the legend*connected dock 3 to quarter 2 instead of church to prevent a rush to the castle*connected church to quarter 2.

V9:*added men near the 3rd artillery*curved the terit names*moved and adjusted arrows*removed connections from assassin to quarter 3 and quarter 2*changed the text colour to grey to be easier on the eyes.

V7:*moved some arrows around so they're more visible*changed 3rd artillery orientation to face the caravan*added a couple of fishing boats and a pontoon in the lake*reduced the grunge texture in the legend

V5:*reduced large to 1000*1000 and small to 800*800*moved around a few terit names*fiddled with the legend text size and artwork.*removed bombardment of the ammo depot and added a 2-way bombardment with the caravan.

For the defender, it seems like they could easily get their towers and ammo (4 territories) on the first turn to up their bonus to +8. Conversely, the attacker would need to take all its supply and assault ships (6 territories) to receive a similar bonus on their next turn.

I wonder if you'd be better off making more restrictive assault paths in the city, as you have done for the attacking forces, just to even things out a little more. Seems too easy for those quarters to take their entire force within a turn or two, while the attackers could be bottle-necked. Otherwise, too much of the attacker's troops are locked up on base ships. Only one of the base ships can assault the landing point on the first turn, whereas all Quarters can assault anywhere in their territory.

From a layout POV, it seems like something should be going on in the middle left portion of the map between the besieger/besieged legend. Wouldn't an attacking force send some canoes down there? :) I bet you could find a fun way to include that space.

lostatlimbo wrote:For the defender, it seems like they could easily get their towers and ammo (4 territories) on the first turn to up their bonus to +8. Conversely, the attacker would need to take all its supply and assault ships (6 territories) to receive a similar bonus on their next turn.

this could be easily balanced by increasing/decreasing neutrals.

lostatlimbo wrote:I wonder if you'd be better off making more restrictive assault paths in the city, as you have done for the attacking forces, just to even things out a little more. Seems too easy for those quarters to take their entire force within a turn or two, while the attackers could be bottle-necked. Otherwise, too much of the attacker's troops are locked up on base ships. Only one of the base ships can assault the landing point on the first turn, whereas all Quarters can assault anywhere in their territory.

i was trying to somehow mimic the real position of the besieged and besieger. i imagine the besieged army running around in the small enclosed space of the town defending wherever needed while the besieger is split trying to flank the city. also moving troops from ship to land and back over such a big distance is supposed to be harder than running on a street for a few blocks

lostatlimbo wrote:From a layout POV, it seems like something should be going on in the middle left portion of the map between the besieger/besieged legend. Wouldn't an attacking force send some canoes down there? I bet you could find a fun way to include that space.

Otherwise, I like what you've got so far!

actually in the middle gap i was planning to insert the title. but i haven't managed to come up with something so far.but if needed i was thinking i could switch mill and ammo depot and then add some cannons across the lake that have the option to just bombard the ammo depot (and ruining the defender's bonus).

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

do you mean 1-6th regiment, or are the cannons included, and is the landing zone included?

same counts for the defenders, what's their whole 'army'?

whole army = all terits of the same colour (red or blue)

zimmah wrote:to add realism, i'd put a mountain at the south of the village and add something to the west of the map as well, it's not really being besieged if they still can get supplies from the west en south.

it's safe to assume supply caravans aren't just marching in the city while cannons and bombards are shooting at the walls, regarding of the side

zimmah wrote:the bay cannon should probably bombard.

that's easy to do. perhaps even bombard all the assault ships and supply ships?

zimmah wrote:probably moving the legend to the east frees up a ton of space on the west.

where in the east?

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

that's easy to do. perhaps even bombard all the assault ships and supply ships?

not sure about the supply ships but the assault ships, yes.

DiM wrote:

zimmah wrote:probably moving the legend to the east frees up a ton of space on the west.

where in the east?

you'd have to play a bit around for it to fit i guess, but it may make the map a bit larger and realistic. because even though when a city is under siege, once they run out of food and supplies they generally will try to get food and supplies, regardless of the risks (or they surrender). It may be just my opinion but since you're still in an early phase it may be worth looking at it now rather then later.

(maybe you could even add a supply caravan to the west or southwest and some flanking troops for the besieger that try to intercept supplies, losing the supply caravan should hurt town a lot (i think a negative bonus, or perhaps a decreased bonus for holding the ammo depot/supply storage (there should be a supply storage in town) as people will become hungry and ammo will decrease) but not as much that they can't still win anymore, the supply caravan may have a small army for protection but it should be really small because they shouldn't be able to affort a lot of spare troops because they're under siege). off course the caravan should be a starting territory for the besieged, the flanking troops do not necessarily have to be starting positions (the may start neutral because maybe the siege has just started and the flanking troops weren't on the way yet.)

1 player will start as besieger and another as besieged but it will be random. so it's not like the one that starts the game will always besiege and the one that joins second will always be besieged. i don't even think it's possible to code it like this.

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku

All randomness is inherently "streaky", there's no such thing as "non-streaky randomness". I mean, if you take the measures to prevent streaks from occuring in a random stream, then it's no longer random, is it...

On topic, I think this map looks nice. I think it could use a losing condition though, maybe like 2-3 territories each side needs to defend...

natty_dread wrote:On topic, I think this map looks nice. I think it could use a losing condition though, maybe like 2-3 territories each side needs to defend...

i'm already working on adding some more elements to the map, one of them being a losing condition.

i shall add:1. a supply caravan on the west side bringing a new bonus for the defender.2. an artillery division across the lake bombarding the territ currently labeled as mill (will be changed to ammo depot) and bringing a bonus for the besieger.3. an assassin squad from the city that's able to one way attack the enemy tents (losing condition for red)4. a zeppelin/baloon/mega cannon that's able to bombard the castle (losing condition for blue)

“In the beginning God said, the four-dimensional divergence of an antisymmetric, second rank tensor equals zero, and there was light, and it was good. And on the seventh day he rested.”- Michio Kaku